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CalisNight |
I have some Rise of the Runelords PCs now needing some class updates (or replacements) with the Pathfinder RPG rules conversion. These may seem familiar. For some of these abilities I borrowed from existing sources and modified as necessary.
In general, my aim was to "fill out" the dead or irrelevant parts of these classes, make updates where necessary to fall in line with the Pathfinder rules, and alter the power progression to make these classes harder to cherry pick and more worthwhile to pursue as a path instead of a means to an end.
About the saves: I don't agree with depth of the cut made to saves, so you'll see that the saves here are slightly better than those of other prestige classes. I prefer to use the formula 1/3 levels for "bad" saves and 1 + 1/2 per level for "good" saves, with 1/2 rounded down; as a house rule, I use these all of my save progressions for prestige classes, not just those presented below. Your mileage may differ.
These classes are slightly more powerful than their 3.5 brethren; this is intentional.
I'd love to see any feedback on these alterations. I'm only listing the changes here, so as to avoid any copyright issues. Please not that where I use "same" below, I mean the same as the original text, HOWEVER, in the case of listing the ability name in the table, the name may have stayed the same while the ability text has been altered. In these cases, the changes are noted later in the ability descriptions.
Dervish
Entry Requirements
Skills: Perform (dance) 5 ranks, Acrobatics 5 ranks, Knowledge (religion) 2 ranks.
Class Skills
The dervish’s class skills (and the key ability for each skill) are Acrobatics (Dex), Intimidate (Cha), Heal (Wis), Knowledge (religion), Perception (Wis), Perform (Cha), Survival (Wis). Dervishes from Western Varisia Katapesh, the River Kingdoms and north of the Kodar mountains add Swim (Str) to this list. Those from the Storval Plateau, Ciderlands, Quadira, Belkzen, Osirion or the Wastelands east of World’s Edge mountains add Ride (Dex) to this list.
Level BAB Fort Ref Will AC Special
1st +1 +0 +1 +1 +1 Same
2nd +2 +1 +2 +2 +1 Same
3rd +3 +1 +2 +2 +1 Same + Commitment to motion
4th +4 +1 +3 +3 +1 Same + Combat acrobatics
5th +5 +2 +3 +3 +2 Same + Spitting Cobra
6th +6 +2 +4 +4 +2 Reaction mastery
7th +7 +2 +4 +4 +2 Same + Spinning lotus
8th +8 +3 +5 +5 +2 Same + Ballon allegro
9th +9 +3 +5 +5 +3 Same
10th +10 +3 +6 +6 +3 Same
Class Features
AC Bonus (Ex): Same
Dervish Dance (Ex): Starting at 1st level, a dervish can dance for a number of rounds per day equal to her ranks in the Perform (Dance) skill. At 2nd level, she may add ½ of her ranks in Acrobatics to the number of rounds she can dance per day. At 3rd level, she may add all of her ranks in Acrobatics instead of only ½. At 4th level and every level thereafter, a dervish adds +2 rounds per level to her total dervish dance rounds for the day.
A dervish cannot perform a dervish dance while under the effect of a rage or other ability that specifies that she loses the use of Dex-or Int- based skills.
A dervish can end her dance as a free action and is fatigued after dancing for a number of rounds equal to 2 times the number of rounds spent in the dance (unless she is at least a 9th level dervish). A dervish cannot enter a new dance while fatigued or exhausted but can otherwise enter a dance multiple times during a single encounter or combat. (no other changes)
Movement Mastery (Ex): A dervish is so certain of her movements that she is unaffected by adverse conditions. When using Acrobatics to avoid attacks of opportunity or jump, or to make Perform (dance) checks, she may take 10 even if stress and distraction would normally prevent her from doing so.
Slashing Blades: Same
Fast Movement (Ex): Same
Spring Attack: At 3rd level, a dervish gains the Spring Attack feat. If she already has the Spring Attack feat, she gains the Wind Stance feat. If she already has the Wind Stance feat, she gains the Lightning Stance feat. The dervish need not meet the requirements to take one of these feats at 3rd level. If the dervish already has Lightning Stance, she can choose any other combat feat she meets the prerequisites for.
Commitment to Motion (Ex): At 3rd level, a dervish adds ½ her class level to Acrobatic checks to avoid attacks of opportunity while dancing.
Cleave: removed
Combat Acrobatics: At 4th level, a dervish gains the bene?t of the Combat Acrobat feat (see PHII p76), even if she does not meet the prerequisites for the feat. Exceptions: the DC for Acrobatic Recover is 25 and the DC for while dancing, The DC for Sure Footed Maneuver is 20.
Spitting Cobra (Ex): At 5th level, a dervish gains an advantage while performing her dance on terrain covered in at least a thin layer of loose fine material including ash, dust, snow, sand, gravel, loose soil, mud, dirty water, pine needles, or similar. Once per round, after moving at least 10 feet during her dance she can supplement one of her attacks against one opponent with kicked up material. If she hits her chosen target, it must make a Fort save DC 10 + ½ the dervish’s character level + dex bonus or be blinded for one round. Once a successful attempt has been made against the target, he is immune to further uses of this attack for the remainder of the encounter. Later targets who see this attack succeed get a +2 on their Fort save to resist. Opponents lacking eyes or who otherwise would not be affected by non-magical weapons are not affected.
Reaction Mastery (Ex): When she attains 6th level, a dervish gains a +2 bonus on initiative rolls. In addition, her Commitment to Motion ability extends to Balance checks made while dancing, and Movement Mastery ability extends to Acrobatics checks to balance at any time, even while not in a dance.
Spinning Lotus (Ex): At 7th level a dervish can use her Spitting Cobra ability to target all creatures within 5 feet. As with Spitting Cobra, she must move at least 10 feet first. All targets in this case are subject to a fortitude save DC 12 + ½ character level + Dex bonus. Those who fail are blinded until the end of the dervish’s next turn. The spinning lotus can only be uses once per dervish dance, but the dervish still retains the ability to use sand dance. As with Spitting Cobra, those who observe the spinning lotus used successfully get a +2 on their Fort save to resist being blinded by Spitting Cobra for this encounter.
Elaborate Parry (Ex): Same
Ballon Allegro (Ex): At 8th level, a dervish has mastered the difficulties of crossing many types of impeding terrain. She can traverse snow, ice, sand, scree, and light rubble without penalty as though they were not difficult terrain.
Tireless Dance: Same
A Thousand Cuts (Ex): Same, except language has been changed to grant an ability similar to the old Great Cleave ability.
Wildrunner
Entry Requirements
Alignment: Any non-lawful.
Skills: Stealth 5 ranks, Knowledge (nature) 5 ranks, Survival 5 ranks.
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Hit Die: d10
Level BAB Fort Ref Will Special
1st +1 +1 +1 +0 Same
2nd +2 +2 +2 +1 Same
3rd +3 +2 +2 +1 Same + Feral power, fast healing, Primal Endurance +4
4th +4 +3 +3 +1 Same + Feral power, Primal Endurance +4
5th +5 +3 +3 +2 Same + Primal Endurance +4
6th +6 +4 +4 +2 Feral power, Unwavering Focus, Primal Endurance +4
7th +7 +4 +4 +2 Same + Primal Endurance +3
8th +8 +5 +5 +3 Feral power, Primal Endurance +3
9th +9 +5 +5 +3 Feyheart, Primal Endurance +3
10th +10 +6 +6 +3 Feral power, Primal Endurance +2, Predatory Gestalt
Class Skills (4 + Int modifier per level): Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (nature), Perception, Stealth, Survival, Swim.
CLASS FEATURES
Fast Movement (Ex): Same
Trackless Step (Ex): Same
Primal Scream (Su): At 2nd level, you become able to bring forth the power of your inherent connection with nature and the first world, you release this power with a blood-chilling scream. Releasing a primal scream is a free action that does not provoke attacks of opportunity. A primal scream induces a state of feral focus requiring intense concentration. This focus can be maintained for only a limited number of rounds per day. The number of times a feral focus can be invoked is restricted only by this round limit At 1st level, a wildrunner can maintain her feral focus for a number of rounds per day equal to 8 + her Constitution modifier. At each level after 2nd, Primal endurance adds additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a wildrunner can rage per day. Using a primal scream always requires you to shout, so you cannot use a primal scream if you cannot speak, although you may be able to overcome magical silence to activate your feral focus by making a Will save just as a spell caster does to overcome magical silence. See the silence spell for details. Note there is no 20% failure chance to activate this ability if you succeed on the Will save, but additional feral power effects (such as fear) that depend on others being able to hear the primal scream automatically fail.
In this state of feral focus, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage (1d4 if you are Small, or 1d8 if you are Large). You can wield a weapon in one or both hands at your normal attack bonus and make a secondary bite attack, but in that case the bite attack is treated like a secondary natural attack and takes a -5 attack penalty (or -2 with the Multiattack feat). As an exception to the normal rules for combining natural and melee weapon attacks, there is no penalty to your melee attacks for using your bite. You add ½ your strength bonus to the damage for a successful bite in this case instead of 1 ½ times your bonus. A wildrunner can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the wildrunner against the target this round are at a +2 bonus. If you also have the rage class feature, you can rage and use your primal scream at the same time, gaining the bene?ts of both abilities. Feral powers that largely duplicate the effects of rage powers do not stack with those powers.
In addition to these effects, a primal scream confers additional benefits as you gain levels and add feral powers, as described below. All effects are cumulative.
Primal Endurance (Ex): Starting at 3rd level, the wildrunner increases the number of rounds per day she can maintain a feral focus. At levels 3rd - 6th level the number of rounds per day increases by +4 per level. At levels 7th - 9th this endurance increases by +3 per level. Thereafter, a wildrunner's primal endurance increases by +2 rounds per level. Primal Scream allows the wildrunner to meet the prerequisite for the Extra Rage feat, and this feat can be used to add additional rounds of feral focus. If the wildrunner also has barbarian levels, she must choose which ability (Rage or Feral Focus) the feat applies to. Once made the choice cannot be changed.
Feral powers (Ex): As a Wildrunner gains levels, she learns to use her primal scream in new ways. Starting at 3nd level, a wildrunner gains a feral power. She gains another feral power at 4th level and every two levels of wildrunner attained thereafter. A wildrunner gains the benefits of feral powers only while in a feral focus, and some of these powers require the wildrunner to take an action first. Unless otherwise noted, a wildrunner cannot select an individual power more than once. All primal powers are cumulative.
Primacy of the Storm Roc (Ex): While focusing, the wildrunner is immune to the shaken condition and reduces other fear effects by one level. She also gains a single additional save (or one save if the effect does not normally allow one) as a free action to completely overcome the fear effect as soon as the primal scream is activated or the effect begins. A wildrunner must be at least 7th level before selecting this rage power.
Primacy of the Aurouchs (Ex): The wildrunner gains damage reduction 3/cold iron. This benefit is always active while the wildrunner is in a feral focus. A wildrunner can select this focus power twice. Its effects stack.
Primacy of the Razorback (Ex): While focusing, the wildrunner is immune to the sickened and nauseated conditions. If the wildrunner is already has one of these conditions, it is suppressed during the duration of the feral focus. Also either as soon as the wildrunner begins her primal scream or when she is affected by the sickened or nauseated condition while focusing, she gets a second save to permanently cancel the effect.
Primacy of the Nightwing (Ex): The wildrunner's senses grow incredibly sharp while focusing and she gains darkvision 60 feet. A wildrunner must have low-light vision as a class feature or racial trait to select this focus power.
Primacy of the Reynard (Ex): The wildrunner can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The wildrunner provokes attacks of opportunity as normal during this movement. This power can only be used once per focus.
Primacy of the Firepelt (Ex): When focusing, the wildrunner adds twice her wildrunner level as an enhancement bonus on all Swim and Climb skill checks. She also gains +4 to Stealth as long as she moves no more than ½ her speed. This bonus cannot exceed the wildrunner's character level.
Primacy of the Gibbon (Ex): While focusing, the wildrunner adds +4 to all Climb checks and twice her wildrunner level as an enhancement bonus on all Acrobatics skill checks made to balance or jump. This bonus cannot exceed the wildrunner's character level. When making a jump in this way, the wildrunner is always considered to have a running start. When balancing, a successful check allows the Wildrunner to move at full speed. In a forest, jungle or other area trees, the wildrunner gains the ability of brachiation, allowing her to swing from branch to branch. Trees can be no more than 30 feet apart to use this ability. The wildrunner's speed is the same as her land speed + 10 ft. while using this ability. Finally, the wildrunner also gains a +4 competence bonus to Acrobatic checks to avoid attacks of opportunity.
Primacy of the Black Sable (Ex): The wildrunner gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the wildrunner's current Dexterity modifier (minimum 1). This bonus increases by +1 for every 3 levels the wildrunner has attained. Activating this ability is a swift action.
Primacy of the Kodiak (Ex): The wildrunner adds her wildrunner level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can be used twice per focus.
Primacy of the Id (Ex): The wildrunner gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 3 wildrunner levels.
Primacy of the Gulon (Ex): The wildrunner gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 2 levels the wildrunner has attained. This power is used as a swift action before the roll to hit is made. This power can be used twice per focus.
Primacy of the Rock Cayman (Ex): The wildrunner gains a +2 circumstance bonus on all damage rolls made in the current round. This bonus increases by +1 for every 2 levels the wildrunner has attained. This power is used as a swift action. This power can be used twice per focus.
Primacy of the Savannah King (Ex): If you charge a foe in the same round that you scream, you may make a full attack, instead of the normal single attack allowed after a charge. If you succeed in hitting your foe at least once during this first pounce, you may make a second pounce attack once more during your feral focus. A wildrunner must be at least 6th level to select this power.
Primacy of the Onyx Claw (Ex): The wildrunner gains a 10-foot enhancement bonus to her speed. This increase is always active while the wildrunner is focusing. A wildrunner can select this focus power up to two times. Its effects stack.
Primacy of the Timber Ghost (Ex): When the wildrunner unleashes her primal scream, all enemies within 30 feet must make a Will save (DC equal to 10 + the wildrunner's level + the wildrunner's newly adjusted Dexterity modifier) or be shaken for the duration of the wildrunner's feral focus. Once an enemy has made a save versus terrifying scream (successful or not), it is immune to this power for 24 hours. Enemies with more hit dice than the wildrunner are immune to her terrifying scream. If the wildrunner is at least 8th level, enemies who fail their save are frightened instead of shaken, or if they have less than ½ the wildrunner's hit dice, they are cowering. A wildrunner must be at least 4th level before selecting this power.
Primacy of the Cinder Asp (Ex): The wildrunner can make an attack of opportunity against a foe that moves into any square threatened by the wildrunner, regardless of whether or not that movement would normally provoke an attack of opportunity. This attack does not count against the wildrunner's normal number of attacks of opportunity. If the wildrunner uses her bite to make this attack and succeed, she does an additional 2d6 fire damage. This power can only be used once per focus.
Scent (Ex): Same
Fast Healing (Ex): At 3rd level, when you activate your primal scream you gain fast healing 3 for the duration of your feral focus, as long as you have at least 1 hit point. Fast healing increases by 1 for every level past 3rd to a maximum of fast healing 10 at 10th level.
Endure Elements (Sp): Starting at 3rd level, you can use endure elements on yourself at will. Your caster level is equal to your wildrunner class level. At 5th level, when you use endure elements, you also gain cold resistance 5. At 7th level, you also gain fire resistance 5.
Woodland Stride (Ex): Same
Hide in Plain Sight (Ex): Same
Unwavering Focus (Ex): Beginning at 6th level, your feral focus sharpens to a point where it cannot be denied to you. You no longer need to make a check to overcome silence when starting your focus with a primal scream. In addition, you remain conscious below zero hit points up to the negative of your Constitution score instead of only ½ your constitution score.
Unfettered Stride (Ex): At 7th level, you gain the ability to move through or across a variety of terrain features without it affecting your movement or skill checks. This ability applies to bogs, rubble, undergrowth, ice sheets, and natural stone floors.
Feyheart: Same + DR stacks with any damage reduction gained during a feral focus. Your low-light vision doubles in effectiveness, allowing you to see four times as far in low light as normal. Once during each feral focus, a wildrunner can expend a round of focus from her daily allotment to teleport up to 40 feet as a move action if it begins its turn adjacent to a tree, treant, or plant of size large or larger.
Predatory Gestalt: At 10th level, you become able to immerse yourself within your mystic bond with nature and come close to touching The Brightness. You gain an additional +2 bonus to both Dex and Str while in a feral focus. You also become extremely difficult to control regardless of whether you are in a feral focus or not. You gain +4 to all saves to resist a mind effecting compulsion, and an additional save to break any compulsion or fear effect you are subject to in the round following an initial failure to save against such an effect. If the effect does not grant a save, you are granted a single single save when the effect takes hold.
Finally, you can expend 8 rounds of your remaining feral focus time as a swift action to assume a hybrid form of any predatory animal or magical beast as though you were using the Beast Form IV spell. You retaining your bipedal humanoid shape but gain all abilities and physical characteristics (including size, fur, wings, claws, tail, etc.) of the new form that are compatible with being a bipedal humanoid. You also retain the ability to use weapons and all magic items and armor function normally for you, although all of your armor and clothing are actually subsumed into your new form. You must assume this form in the same round that you activate your feral focus with a primal scream, and the duration is limited to the time you spend in a feral focus. When the focus ends, you change back to your normal form as a free action. Changing to or from your other form does not heal you. You can use this ability up to twice per day, but only if you have enough feral focus rounds remaining to attain the change and spend at least two rounds in that form.